This course will teach you about one of the most important aspects of VR, how you interact with a VR world. Virtual Reality is completely different from an on screen app or game. You are completely immersed in a VR world, so it doesn't make sense to interact only through buttons or menus. You will get the most out of VR if you can interact with the world just as you would with the real world: with your natural body movements. You will learn about the basic concepts and technologies of VR Interaction. You will then get hands on, learning about how to move around in VR and how to interact with the objects in your world. The course will finish with some advice from experts on VR interaction design and you will do a project where you will get real experience of developing VR Interaction.

SZ

Very good course showing how to use VR interaction techniques. Thank you!

HR

Sep 03, 2018

Filled StarFilled StarFilled StarFilled StarFilled Star

This is really a grate course to learn about virtual realty

從本節課中

Interacting with Objects in VR

Welcome to Week 3! This week, we will be looking at interacting with objects in VR. We'll cover topics such as interacting with objects within reach, hyper-natural interaction, and magic interaction. We'll then move on to physics interaction, and how this works in VR.

教學方

Dr Sylvia Xueni Pan

Lecturer, Department of Computing

Dr Marco Gillies

Senior Lecturer

腳本

Keyframe animation is a great way of creating compelling interesting movement. And we might want to get our objects to respond to our interactions through keyframe animation. For example, we might have a whole bunch of animations. We might have carrot standing still, running away or eating. And what we need to do is know when to trigger which animation in response to different events. And we do this with something called a state machine. A state machine consists of a number of states. Each state is basically an animation. But the important thing is it also consists of transitions between states. So that is when you go from one state to another and each transition has a condition attached to it. So that's the thing that has to happen for that transition to happen. So, for example, if I'm standing still and I see a predator I might run away. On the other hand, if the predator is now out of range I might go about standing still. Same thing if I see some food or I'm hungry, I might go and eat and when I finished I might go about standing still. So a state machine is a bunch of animations with conditions for going from one thing to another. And those conditions are basically variables that we can set up in Unity and we'll see how to do that in practice in a minute. How does this work in terms of actual interaction with objects? So, for example we had a door. The door might start off closed, and when the player enters its collision area, enters and gets near the box it might transition to an animation which opens the door. And similarly, when the player leaves the conditioned box it will transition back to an animation that closes. So, what we have is animations that are actual actions, opening and closing the door and conditions which happen when we, which trigger those particular animations and as we'll see, it's possible to trigger those animations directly from player interactions.